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Thursday, January 30, 2014

Terra mystica seems rad

Robb and I managed a game of terra mystica last weekend. It turned out to be a sweet game. I hope to play it a bunch and rate the various races on offer.



We played the two-player suggested setup. After playing I feel that the game might even play quicker than we did the first time. Now that we know all the actions it should be way easier.

I won of course. Honestly the first game would've taken much less time if Robb hadn't agonized over how he could win. It's a tutorial game! Settle down. Anyway, it's a great civilization building game with what seems to be plenty of replay ability.

-Merlin out

Tuesday, January 21, 2014

Pirates!

I managed to actually play some games this month. I also painted up a bunch of privateer models, and I really enjoyed it. I think I might actually paint up A Pirate's Life, the theme force for Captain Shae. It depends on whether I can afford press gangers any time this spring.

I built a haley1 list with pirates, the theme of which was tough-ass pirates all up in my opponent's face early, with Temporal barrier and thunderbolt shots to control whatever slips through the cracks. I'm worried about colossals, but the plan is to apply scenario pressure early.



Haley1
Squire
Ol' Rowdy
Journeyman
Hunter
ATGM and the Dude
Alexia and the Risen
Sea Dog Crew
Jonas Murdoch
2 Sea Dog Rifles
Doc Killingsworth
Lord Rockbottom
Bosun Grogspar
First Mate Hawk

It wasn't until I set up to play I realized that the sea dogs aren't advanced deploy without Mr Walls the mercenary attachment. So that will have to change.

Charlie played his kreoss3 tier list again.

Kreoss
Fire of Salvation
Reguardianer
Full Ponies
Full errants with UA and seneschal
2 min choir
Vassal
Vessel of judgment
Mechanic






I won the roll and it put Charlie on the back foot. His errants killed 5 pirates but I made 4 tough checks. I feated and killed all the errants except 1 and the hunter left the vessel on 4 hp. He pushed into the middle with the vessel and camped kreoss behind it. He tied up a mess of pirates. He killed grogspar.

The hunter shot the vessel off the table even after the mechanic repaired it. Then I noticed that kreoss was about 8" from my front line of pirates. Rowdy moved past the front line to tremor and KD the guardian (and a pirate). The gun mages aimed and under TB had no issues hitting engaged fire of salvation with thunderbolts and moved him out of the way (8" of total push). I buffed the pirates like crazy and 4 managed to charge kreoss. I missed a bunch of 5s but the last sea dog hit and rolled a 22 on his 4-die charge damage roll at dice -7. That was all kreoss had left.



Process of elimination was the scenario. I should have had alexia kill the objective and score me the zone first.

Game two I played my Stryker list. I moved up after winning the roll to go first. I feated bottom of two and kreoss didn't have a lot of good plays. The errants died a lot again to rangers and black 13th.

Top of 3 Stryker scored a point by having alexia2 base the flag and spawn thralls behind the errants left. Stormwall and Stryker managed to disrupt both heavies. I put a lancer in the path of the vengers.






The vengers break stormwall's right side and maul the lancer, but the disrupted jacks are sad. I score another point on Charlie's turn. Turn 4 I charge a thrall with Stryker to base the flag, and toss an earthquake to knock down fire of salvation. Stryker misses because of engagement but the template knocks down fire of salvation AND kreoss. Kreoss is camping 3, but I boost several damage rolls into him and chip him down to 4, then alexia spawns 3 more thrall warriors who charge and finish him.

Two decent games, but going first was important to both.

-Merlin out